Procylon's Call to Power Project

maybe i'm missing something here, but after downloading this mod i tried to play with it, the game just ends and says that i won on the 1st turn. it also always does the narration for the same empire while the game is loading even though i'll choose someone else.
 
What are the new resources?

Here is a list of the techs with the building lines:

Spoiler :
Fish Markets
Fish Market
Whale Market
Pearl Market
Crab Market
----------------------------
Farmer's Markets
Wheat Mill
Rice Mill
Corn Mill
Soybean Mill
Banana Market
----------------------------
Food Flavoring
Sugar Mill
Spice Market
Cocoa Mill
----------------------------
Drink Flavoring
Winery
Tea House
----------------------------
Textile Trade
Cotton Loom
Silk Loom
Dyeworks
----------------------------
Metals Trade
Copper Smelter
Gold Smelter
Silver Smelter
----------------------------
Aromatics
Incense Market
----------------------------
Livestock Auctions
Horse Stable
Cattle Yard
Sheep Butcher
----------------------------
Carving
Gem Market
Ivory Market
Marbleworks
----------------------------
Tanning
Aligator Butcher
Deer Butcher
Fur Tannery
----------------------------

Classical

Iron Trade
Iron Smelter
----------------------------
Drugs
Poppy Refinery
Tobacco Barn
----------------------------

Medieval

Coffee Trade
Coffee Mill
----------------------------

Industrial

Energy Commodities
Coal Plant
Oil Refinery
----------------------------

Modern

Controlled Materials
Nuclear Plant
----------------------------
Metal Commodities
Aluminum Mill
Titanium Smelter
----------------------------
Rare Earth Commodities
Rare Earths Refinery
----------------------------


Each building line goes in progression: Small, Medium, Large, Huge, and Monopoly.

Each building will increase trade income, and they will have some other associated bonuses. Horse Stable will probably increase mounted unit production speed. Nuclear and Coal plants will produce electricity at a later date. Many others will have global food/gold/production bonuses. Most if not all will have happiness bonuses.

Probably going to have to put some more work into the trade income. I increased it to 5, but I am not sure it took, or it may be simply too low. Can you guys test it out and give me some general numbers? I know it is low compared to the other gold gains, so I want to lower those other gains and increase gold from trade.

Bad news on the FontIcon front. I spent some time today trying to trick the game into accepting another .ggxml file into it's GlyphSetAscii, but all of it resolves on game load, so appending seems impossible at this time.

Too bad. If they fixed nexus, would that possibly allow access to the fonticons, or do we need deeper changes?

maybe i'm missing something here, but after downloading this mod i tried to play with it, the game just ends and says that i won on the 1st turn. it also always does the narration for the same empire while the game is loading even though i'll choose someone else.

Do you have any other mods running? If not, make sure you delete all other Call to Power versions from your MODS folder. If that doesn't work, may need more information.
 
maybe i'm missing something here, but after downloading this mod i tried to play with it, the game just ends and says that i won on the 1st turn. it also always does the narration for the same empire while the game is loading even though i'll choose someone else.
I really do not know was this causes!
have you other mods running? Or did you have a older version of ctp installed? BTW have you updated you game to the newest patch? Maybe you set the end turn function on 1 turn?
 
The last I read from Greg2k about the scrollbug said that they are working on it but can't replicate the bug. This was after the patch notes unfortunately.

Yeah the know, so i will really hope they will fix it. So many players a sucked about it, and all they are taking about it is not replicate. But this wrong the bug happens always when the cpu is getting very hot, more on large and huge maps even with more civilisations. So i hope the bug is known and found, if not then i will cale them "Arschlöcher die nur Geld machen wollen.!"
 
Did you make stuff for GC 2 and such? Or maybe I saw your name in another mod here. I do use your Advisors mod and like it alot. Doesnt conflict with this one and i like the different persons you used.

Yep, he's still me (X-Worlds #06F + Planets + Movies along with CoSH).
Glad to hear you like the alternate Advisors!

Decimatus,
I have resource icons, but what is that icon you posted for?

That will be located on the UI to the left of the Timer-Meter and will be replaced by the currently running version of any "One_Per_Game_Balance_Mod_Rule" in LeoPaRd so that specific LPR records are activated to match. Please visit & post to my thread for any further details and/or questions.
 
The half specialist unhappy bonus from policies appears to be unique. Any more after the first didn't reduce specialists down to zero unhappy (or negative). Good news for balance I guess!
 
Do you have any other mods running? If not, make sure you delete all other Call to Power versions from your MODS folder. If that doesn't work, may need more information.

no, this if the first one i've ever gotten. i downloaded it through the game, and tried to start a single player game in the mod menu.

i have steam so the game gets patched automatically.

should i try to install the mod manually instead?
 
no, this if the first one i've ever gotten. i downloaded it through the game, and tried to start a single player game in the mod menu.

i have steam so the game gets patched automatically.

should i try to install the mod manually instead?

yeah i think the version youre playing is a couple of months olds. try the link in first post
 
Decimatus,


That will be located on the UI to the left of the Timer-Meter and will be replaced by the currently running version of any "One_Per_Game_Balance_Mod_Rule" in LeoPaRd so that specific LPR records are activated to match. Please visit & post to my thread for any further details and/or questions.

Finally get what you are talking about with the 80x80. :p

The Compass looking icon in the center of the attached image(not the entire thing, just the silver/white part) would be what I would want representing CtP in an icon, if one were to be made.

The half specialist unhappy bonus from policies appears to be unique. Any more after the first didn't reduce specialists down to zero unhappy (or negative). Good news for balance I guess!

Figured that would be the case. I will have to take a closer look at this at a later date. Don't want wasted choices when going through policies.

Could there be a tile improvement called 'Safari camp' or something to go on wild animal resources?

Do we need another camp improvement? I don't really think the current camp gets quite enough use as it is. Once we do gain the ability to add improvements though, I am open to some non-standard improvements that could allow players to run non-standard strategies for fun and/or thematic reasons.

no, this if the first one i've ever gotten. i downloaded it through the game, and tried to start a single player game in the mod menu.

i have steam so the game gets patched automatically.

should i try to install the mod manually instead?

I haven't heard anyone even mention V8 in the last couple months. Has anyone else seen V8 fail in this manner?

If there is some problem unique to you, V9 will probably fail as well, but it is worth a try. V9 is lightyears beyond V8 though, so you will probably enjoy it better anyway if it works. :)
 

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So I seriously underestimated the amount of work was left in the monopoly buildings. My hand hurts from all the typing. :p

I have actually memorized the 40 resources in the game, and the exact order they appear in my xml's. :cringe:
 
My offer still stands if you need help putting stuff into XML. Sorry thats the only thing I can offer, other than testing, and even with the XML im self taught. GC 2 was when I frst started messing with it, but its certainly not complicated.
 
Hey D just a few small items:

1) Upgrades from riflemen to infantry cost 10 gold.
2) Ai diplomacy is still centered around vanilla values (ie buying resources takes 300 gold, Open Borders 50)
3) Jungle gives 5 science with university. Not sure about whether this is halve by the city. If not, I think it should be.
4) Had ai reaching medival around trun 40, renaissance around 0AD, and industrial pretty fast too (forgot exactly when). This was on emperor.


I really like the happiness changes; it becomes necessary to grab monarchy with the garrison bonus, which synergizes well with early war (if you can afford the unhappy). It also makes the social tree very relevant. However, on the upper levels the ai gets absurd bonuses to happy, so they aren't limited like the player. Is there a way to make them play by the same rules?

Finally, I have a little thought on the monopoly system. Can you restrict building the upper tier buildings until later eras? So for the first tier, make it available in ancient, then the next in classical, and so on. I just think it would be wierd to have a bonafide monopoly churning out enormous amounts of money in the classical era. It would also keep happiness in balance more.
 
So I seriously underestimated the amount of work was left in the monopoly buildings. My hand hurts from all the typing. :p

I have actually memorized the 40 resources in the game, and the exact order they appear in my xml's. :cringe:

...Typing in your sleep yet??? :crazyeye:
 
Finally get what you are talking about with the 80x80. :p

The Compass looking icon in the center of the attached image(not the entire thing, just the silver/white part) would be what I would want representing CtP in an icon, if one were to be made.
Consider it done and integrated in the upcoming official Release of LeoPaRd.
Back to your more important topics and Thanks!

PS; Now... where did i put that CTP CD? ;)
 
we never say enough : thank you for the hard work you done all


ctp cd :P i still have it too but i use ctp 2 cd hahaha haaa this voice the units have ;)
 
My offer still stands if you need help putting stuff into XML. Sorry thats the only thing I can offer, other than testing, and even with the XML im self taught. GC 2 was when I frst started messing with it, but its certainly not complicated.

I should have taken you up on the offer before. :p Now all I have left to do is create the bonuses, add them to the buildings, and then update the text lines with what those bonuses are.

Hey D just a few small items:

1) Upgrades from riflemen to infantry cost 10 gold.
2) Ai diplomacy is still centered around vanilla values (ie buying resources takes 300 gold, Open Borders 50)
3) Jungle gives 5 science with university. Not sure about whether this is halve by the city. If not, I think it should be.
4) Had ai reaching medival around trun 40, renaissance around 0AD, and industrial pretty fast too (forgot exactly when). This was on emperor.


I really like the happiness changes; it becomes necessary to grab monarchy with the garrison bonus, which synergizes well with early war (if you can afford the unhappy). It also makes the social tree very relevant. However, on the upper levels the ai gets absurd bonuses to happy, so they aren't limited like the player. Is there a way to make them play by the same rules?

Finally, I have a little thought on the monopoly system. Can you restrict building the upper tier buildings until later eras? So for the first tier, make it available in ancient, then the next in classical, and so on. I just think it would be wierd to have a bonafide monopoly churning out enormous amounts of money in the classical era. It would also keep happiness in balance more.

1 I think the problem we had before was that it was too much. Maybe I fumbled that fix.
2 If I have time before this release I will see if I can find these weights somewhere and update them.
3 I think jungle is rare enough that this shouldn't be too big an issue. Would be nice to have more jungle though.
4 I put some extra roadblocks in the social tree, so we will see if this helps out there.

I lowered the happiness that some of the buildings give even more to mesh with the new "luxury" resources. Essentially, each luxury you gain will give you 2 happiness through it's building. So at first, you will have less happiness from luxuries, but over time you will gain much more from all the extras. Might make the start of the game a bit tougher.

Well the tons of gold will be relative to your empire. All bonuses from these buildings will be % based, so it will scale through the ages. Also, most bonuses will be global, so having a wheat building will increase global food production by 5%. That is generally my number at the moment, though depending on how it balances it out, I may lower it(or lower other things to balance around it). So if you have 4 wheat, which you could possibly get from 2 nodes, you could have +20% global food production in addition to +20% trade income(from the 4 Wheat Mills).

Sounds like a lot and it may be, but generally 5% is as low as I want to go. I can scale some other systems down to work around the monopoly system to keep it balanced.

As far as spreading it out through the ages, I wouldn't really like this mostly because in CtP you could gain monopolies as soon as you plopped enough cities down with enough workers on the resources, in addition to building enough caravans.

So how it will work here, is each additional building will cost progressively more. Starting out, an ancient era Small Wheat Mill costs about 500 base production, which is maybe 40% more than a monument. The monopolies from ancient cost about 2000 production, which is comparable to a wonder or national wonder(though you can build more monopolies if you get enough resources) Also, the monopolies require 2 Huge Wheat Mills for example, which requires you to track down 9 wheat in total, in addition to all the production costs you will have to deal with.

Of course, you are going to have to send out settlers to capture those resources, and depending on your resource setting, may not be able to find everything you need without warfare. :)

With 40 SRs how does the topbar look?

You know, I haven't even tested that yet... Well actually, they shouldn't appear on the top panel unless a unit is tied to them. At least that was my experience in the past. And of course no fonticons are tied to the new resources currently.

I will have to work on it, maybe after I pass the first update to you guys.

...Typing in your sleep yet???

No, just those dreams where I am being chased by walls of text. :p
 
Does this mod cause memory leaks similar to other mods for Civ4?

I still get game crashes with v9, I don't think it is graphics related. It happens usually when cycling the AI's turns, sometimes clicking a unit. It seems to start occuring around the advent of the industrial era, sometimes before. I tend to expand cities very rapidly to cover as much land as I can.

I play huge maps with 12 civs and 24 city-states. I have a great system that can handle this. It just seems to act like the crashes with mods in Civ4. My son plays the large maps and has only experienced a few crashes, I get them with regularity, sometimes just between a couple of turns.
 
Huge maps are problem i think on any rig...not sure why, i have found large to be more stable than huge and standard very stable almost no ctd's other than the mouse ctd, which happens anywhere. Not sure what is happening to cause the ctds on the larger maps...
 
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